Assign Abilities

Abilities and Priority Levels

Your Hero’s baseline aptitudes for common tasks and activites  are represented by Abilities. The list of Abilities available to your character depends on the setting in which they exist (Fantasy, Modern, Futuristic, or Unique!). Your Abilities are measured with Dice Pairs, which are two common dice that you roll when testing that Ability, such as 2d6, 2d8, 2d10, or 2d12. If you roll equal to or above the Target Number for the task, you’re successful. You’ll assign different Dice Pairs to your Hero’s Ability based on priority levels. The higher priority you assign to an Ability, the better the Dice Pair will be. A Dice Pair of 2d12 is better than a Dice Pair of 2d10 because you have a better chance of rolling over your Target Number with 2d12. Here are the priority levels and the details for each:

Primary Abilities (2d12): Select two Primary Abilities and assign each of them a Dice Pair of 2d12. They represent the most exceptional Abilities in your character’s repertoire, the ones in which they have the most affinity for. They are significantly above average and usually the next most important skills for your character’s trade. Heroes are generally known for their Primary Abilities, and they are often key to their role in the group.

Secondary Abilities (2d10): Select three Secondary Abilities and assign a Dice Pair of 2d10 to each. They represent backup skills that your character has. They may not be the best your character has to offer, but they’re definitely well developed and above average. Secondary Abilities are usually important to your character’s profession, but some may choose to branch out a bit to make a more well rounded character.

Tertiary Abilities (2d8): Select five Tertiary Abilities and assign each of them a Dice Pair 2d8. These are Abilities that your character may have some experience with, though they’re only slightly above average. They might not always contribute directly to your character’s focus, but it may be in your best interest to pick these up so they aren’t Untrained Abilities.

Untrained Abilities (2d6): The remaining Abilities on the list for your character are Untrained and each is assigned a Dice Pair of 2d6. Whether your character isn’t confident in these Abilities, they don’t have any training, or they’re just basically mediocre at them, Untrained Abilities are average to below average.

The list below summarizes how to assign your Ability Dice.

  • Assign Two Primary Abilities – 2d12
  • Assign Three Secondary Abilities – 2d10
  • Assign Five Tertiary Abilities – 2d8
  • Remaining Abilities are Untrained – 2d6

The Ability list below details all of the default Abilities available to choose from. Some Abilities are specific to either Fantasy or Modern/Future settings, and are noted in perenthesis. If your setting has any unique Abilities, don’t forget to add them to list!

Ability List

  • Agility
  • Athletics
  • Close Combat
  • Crafting (Fantasy)
  • Deception
  • Dungeoneering (Fantasy)
  • Electronics (Modern/Future)
  • Healing (Fantasy)
  • Husbandry (Fantasy)
  • Influence
  • Intellect
  • Marksmanship
  • Mechanics (Modern/Future)
  • Medical (Modern/Future)
  • Perception
  • Resolve
  • Stealth
  • Street Smarts
  • Survival
  • Thievery
  • Vehicle (Modern/Future)
  • Vitality

 

Ability Descriptions

Agility: Measures your character’s physical grace, deftness, reaction time, and balance. This Ability is used in circumstances where nimbleness and flexibility are required, like jumping a fense or wall, manuevering through a trap filled corridor, swinging from a chandellier, and even dodging swords and bullets. It also influences your Initiative and Reaction Statistics.

Athletics: Measures your character’s physical core strength and brawn. This Ability is used whenever athletic prowess is tested, like when running after a bad guy, swimming across a river, climbing a high wall while carrying a heavy load, or jumping across a chasm. It also determine your character’s accuracy when throwing objects and weapons, and influences your Encumbrance and Run Speed Statistics.

Close Combat: Measures your character’s melee combat aptitude. This Ability is used whenever your character is attacking an enemy with a handheld weapon or his body, like punching, kicking, or wrestling. It represents how well they can wield swords, shields, maces, axes, knives, daggers, staves, brass knuckles, or anything you “hit” your enemy with. It also determines how well they can defend themselves from those kinds of attacks. It influenes your character’s Defense Statistic. Close Combat rolls are made against the target’s Defense Statistic.

Crafting (Fantasy): Measures your character’s capability in any type of crafting profession, like metal smithing, fletching, carpentry, weaving, or jewel-crafting. This Ability is used whenever the character is trying to employ one of these professions to create or repair a new item or structure. It also represents a knowledge of these crafts, though your Narrator may ask you to specify one craft in particular when choosing this Ability. This is typically a Fantasy Ability, since it represent more antiquated techniques of building items and structures. However, it may be available in your Modern/Future setting should it call for it, for example in a “space-faring” setting featuring various alien species that have more primitive technologies.

Deception: Measures your character’s social ability to deceive or manipulate another person or creature. This Ability is used whenever your character is attempting to lie or be decietful, like when trying to sleeze their way past a couple of drunk guards, seduce a bartender into giving you information, impersonate an authority figure, or disguise yourself and act like an evil cult member to infiltrate their lair. Deception rolls are made against the target creature’s Willpower Statistic.

Dungeoneering (Fantasy): Measures your character’s knowledge and skill when dealing with dungeon locations. This Ability is used whenever your character is attempting to navigate or survive in oppressive indoor or underground environments, such as ancient temples, sprawling underground labrynths, cavernous tunnels, dank sewers, or trap-filled castles. This is typically a Fantasy Ability, since the environments that the skill pertains to are more common to that genre, but Dungeoneering may be found in some Modern/Future settings such as one where the players take on the role of adventurous archeologists and treasure hunters that often explore ancient places. 

Electronics (Modern/Future): Measures your character’s knowledge and skill with electrical equipment and electronic items. This Ability is used whenever your character is attempting to employ a device that is electronic by nature or requires knowledge of how to utilize that electronic device, such a repairing communication equipment, using a computer, soldering a modification onto circuit board, or programming a VCR. If you want your character to be a “hacker”, you’ll need to select the Hacker Perk, which represents advanced knowledge of how to infiltrate computer networks. This is usually a Modern/Future Ability, since most Fantasy realms don’t feature electronic devices. However, it could be available in your Fantasy setting if it makes sense, for example in a “future fantasy” setting that features the juxtaposition of fantasy elements like magic and monsters with futuristic elements like advanced technology and weaponry.

Healing (Fantasy): Measures your character’s ability to apply healing techniques to mend wounds and cure diseases. This Ability is used whenever your character is trying to heal himself or another, like when you want to use a healing poltice, or if you select Magic and Divine Spell Perks that have healing effects. This is primarily a Fantasy Ability, in contrast to Medical which represents a healing approach more tied to modern medicine and advanced medical technologies, but may appear in some futuristic fantasies where certain characters may take a more primitive approaches to healing while others use technology.

Husbandry (Fantasy): Measures your character’s knowledge and skill with animal handling and other agricultural elements. Use this Ability whenever your character is riding a horse or other creature, or when they are attempting to tame a creature. This also denotes knowledge of  caring for domesticated animals and farming techniques. This is primarily a Fantasy Ability, since animal riding and taming are more central to that theme, but this Ability may be found in some unique future fantasy settings, for example a world where soldiers wield high-tech laser weaponry while riding large flying creatures.

Influence: Measures your character’s charisma and charm, social ettiquete, leadership, and negotiation. This Ability is used whenever your character is trying to communicate with others to achieve some goal like trying to impress a foreign diplomat, acting correctly in a tense social situation, inspiring an ally into battle, or getting a better price on your crew’s new job. Influence rolls are made against the target creature’s Willpower Statistic.

Intellect: Measures your character’s mental intelligence, wits, and general capacity to learn and process information. This Ability is used whenever your character’s cognative mind is being used, like when researching an ancient tome, remembering a detail from a few days back, and even when wielding powerful forces like Magic and Psionics, though control of those powers requires Perks.

Marksmanship: Measures your character’s accuracy with and knowledge of ranged weaponry native to their setting. This Ability is used whenever your character is attacking a target with a bow, crossbow, sling, musket, pistol, rifle, shotgun and various types of personal heavy weapons like rocket launchers and grenade launchers. Pretty much anything you “shoot” your enemy with. Marksmanship rolls are made against the target’s Reaction Statistic.

Mechanics (Modern/Future): Measures your character’s knowledge and skill pertaining to modern mechanical devices. Use this Ability whenever you’re trying to repair, work with, or create modern mechanical devices like vehicles, structural piping, habit equipment, and industrial machinery. This covers any type of item or machine in which the majority of its components are mechanical by nature, as opposed to electronic. This is primarily a modern or futuristic Ability as it pertains to more advanced mechanical devices as opposed to the Fantasy Ability Tinkering.

Medical (Modern/Future): Measures your character’s knowledge and skill at applying advanced medical technology to heal other’s injuries and cure their diseases. Use this Ability whenever the character is attempting to heal someone or something with a healing kit, when performing advanced surgery, diagnosing illnesses, and prescribing medication. This is primarily a modern or futuristic counterpart to the Healing Ability, though Medical is meant to represent advanced technology and modern medicine.

Perception: Measures your character’s situational alertness, perceptiveness, and intuition. This Ability is used whenever the character’s senses are tested, like when searching for hidden items, spotting a sneaking enemy, listening in on a distant conversation, or that sixth-sense, just having that wierd feeling about a situation. It also influences your character’s Initiative and Awareness Statistics.

Resolve: Measures your character’s mental stamina, resolution, personal dedication, courage, and grit. Use this Ability whenever your character is trying to resist outside mental and social influences like picking up on a con-artist’s ploy, remaining confident when haggling with a merchant, thwarting a sorceror’s mindcontrol attempt, and stopping yourself from losing your mind when contfronted with horrific experiences. Res0lve influences your character’s Willpower Statistic.

Stealth: Measures your character’s aptitude for sneaking, hiding, and following others. Use this Ability whenever your character is attempting to move about undetected, like when infiltrating a heavily guarded compound, hiding from a vicious monster, or shadowing a target through a crowded street. Stealth rolls are made against potential observer’s Awareness Statistic.

Street Smarts: Measures your character’s skill at navigating through and knowledge having to do with urban and man-made envinroments. Use this Ability whenever your character is trying to determine the quickest route to an address in the city, find their way through a crowded mall or market, behave with proper street-etiquette, or finding a good safe-house for your crew to lay low for a while. In modern settings, it can also be used as a measure of ‘dungeoneering’ prowess when in man-made underground environments, such as when prowling through subway tunnels or a sewer system.

Survival: Measures your character’s skill at navigating through and knowledge of good practices when surviving in natural environments. This Ability is used whenever your character is trying to survive in the wilderness, like when tracking game through the forest, finding edible plantlife, building fires or shelter, and navigating through harsh natural environments. In fantasy settings, it can be used as a measure of ‘dungeoneering’ prowess when in natural caves and underground locations, such as when recommending the best path across a narrow rock ledge in a massive cavern.

Thievery: Measures your character’s capability in various forms of theft, slight of hand tricks, and prestidigitation. Use this Ability whenever your character is trying to pick a lock, pilfer a coinpurse from a belt, or dazzle a crowd with a nifty card trick.

Tinkering (Fantasy): Measures your character’s skill and knowledge pertaining to simple, steam-powered, or magically powered mechanical devices. This Ability is used whenever your character is trying to repair, work with, or create fantasy-styled mechanical devices. This is primarily a Fantasy Ability because it reflects a more primitive or ancient style of machinery, as opposed to Mechanics which is the Modern/Future equivilant.

Vehicle (Modern/Future): Measures your character’s skill with driving and piloting various types of land, air, and water based vehicles. Use this Ability whenever your character is trying to manuever in some type of vehicle, like when involved in a high-speed car chase through a busy city, landing a helicopter in enemy territory, or when piloting a spaceship through a dense astroid field. This is primarily a modern and futuristic Ability, but may be used in some fantasy realms where charriots or steam-powered vehicles exist.

Vitality: Measures your character’s physical stamina, fortitude, and general wellness. Use this Ability whenever your character is attempting to deal with heavy amounts of phsyical stress, like when running a marathon, trekking across a mountain range during a blizzard, or resisting physical torture. This Ability influences your character’s Endurance Statistic.